Spiritual Map Submissions(Ex room Shaman) |
Bambam « Citoyen » 1665155760000
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Room #Spiritual Hello fellow shamans, and welcome to room spiritual. The goal of room spiritual is to have you solve shaman maps that will test your building skills to the limit without the help of shaman skills or divine mode. To play in room shaman just go to room *#spiritual (do not forget the asterisk and hash-tag!). In this thread you can submit your maps for room spiritual. The team and I will check the maps with a bunch of other experienced voters. Quality maps will be picked out and added to rotation. List of maps in rotation. Current scoreboard. Credits due:
Acknowledgements:
How will maps be added? Every 1st of the month we will post the results of the review from the previous month. Following that, a checkpoint will be posted on the 15th. All maps submitted up until that checkpoint will be reviewed multiple times (so we certainly do not miss one!), and the maps with potential will then be voted on. Make sure not to edit your submitted maps after the checkpoint has been posted unless the team requests it during review. Towards the 30th/31st of the month the team will finalize the review/votes and publish results on the 1st of the month that follows. Based on this, we will decide which maps get added and which do not. Any players with comments or concerns can influence the review process by joining the #Spiritual Community Review Discord. Invite Link: https://discord.gg/KZQQRRr Also, keep in mind that we may indefinitely extend current review cycles if there were an insufficient number of map submissions. The format for announcing the results of all reviews will be the following: Map Review a dit : If you see your map on the ignored list, that means your map is either able to be completed without the shaman’s help, it is incomplete because of the lack of a few key components (i.e. cheese/hole), it is too similar to current maps in rotation or it is of poor quality. Do you have a problem with a map? If you have issues with a map, a map is broken, or it just doesn't fit in #Spiritual according to you, put it in this thread or discuss it with us in the Community Discord. However, you must have a good reason as to why you request the map in the module to be removed. If you have a proper reason, the team will discuss the map and eventually make a decision on whether it should remain in shaman rotation or not. What are we looking for? We are looking for decent and fun shaman maps that give players an enjoyable experience in the room! Whether they have something new or not, we will only pick those that offer quality content. Commands The following are the set of commands that spiritual has to offer when you first enter the room. They will prove helpful for when you are either the mouse or shaman. Below is an explanation of each command you will need to know. !help - After using this command, a small panel will appear on screen to show you the different options spiritual has. !mort - This will kill you whether you are the mouse or shaman. Use it for when you are stuck or cannot die on a map. By using !mort as the shaman, you will reset the timer so that it has 20 seconds left. Use it to your benefit when time almost runs out. !skip - You can use this to skip a map when you are shaman. Use it for when you are not willing to complete a map or do not know how to solve a particular map. When you skip, you will not gain any experience points even if mice enter the hole. !setdiff x-y - This will allow you to have the game give you maps that you prefer completing. You cannot set any difficulty that is two consecutive numbers long. 4-5 will not work, but 4-6 will work; for example. !scoreboard - This will showcase the top 20 shamans in #spiritual by level. Think you got what it takes to make it to the leaderboard? Difficulties Difficulty 1-5 - This difficulty will be for people new to Shaman. While there will be P4 (Shaman) or P1 (Protected) maps in rotation, we will also be accepting maps that may be considered “too hard” for P4, but relatively easy for Difficulty 1-5. You may submit any kind of permanent map for rotation as long as the map requires the shaman to complete. Difficulty 6 - This difficulty will be for people who want to learn high difficulty maps without being overwhelmed completely. These maps will teach new people more advanced shaman skills that are used commonly in higher difficulty maps. Difficulty 7-10 - This is where you show off your knowledge of shaman building. Respectively, 7 through 10 will start off easy; but will end at the hardest maps. The key to a good map is creating a fun and unique concept. Keep this in mind when making your map. Once you think you have a good idea, try to shape your map in such a way that it needs the shaman to use the concept that you just thought about. Just make sure different kinds of builds can be made so that it is not a mono-solution map. If we see that your map has an interesting concept but needs tweaking, we will let you know in how you can improve your map. Keep the following guidelines in mind when making your map: Align your grounds - For best results, present your submitted maps with properly aligned grounds. Allow enough space to build - Do not make cages or the grounds so tight that you cannot build without going off-screen or hitting another ground. Make your map focused on the concept - Try to shorten the map as much as possible to give the shaman time to solve the main concept of the map. Make your map onscreen - Not only is it harder to spawn offscreen, but not everyone has fullscreen, and we want to make sure that everyone has a fair and enjoyable experience. Make your map require the use of shaman objects to solve - It is just not really a spiritual map if you can solve it without building. Only use portal maps when they are necessary for the concept - Maps where you use portals solely for moving mice or just in casual building maps where they don’t make a difference won’t be added for rotation. Make sure you use portals only when they are needed for a concept. Do not make Build-A-Thons - These are maps that just have you building for the entire time. They offer nothing new but straight building which makes them completely boring. Do not make laggy/crash maps - Maps with huge grounds; much needless lava, water, or tramps; many mechanisms; many shaman objects; or maps with many string joints contribute to lag. Do not make spawns that will kill AFK mice - Make sure that mice spawn on a surface with appropriate friction. Angled slopes will kill AFK mice even with 1.3 friction, so use the right friction (like 20). You can always make the high friction ground have only mice collision if you do not want that friction to hinder the shaman with his build. Do not make maps with one solution - If there is only one way to do the map, it is bad. Do not make maps that forces you to spam anvils/balloons to create floating ships - Anvil/balloon ships are just another version of Build-A-Thons. There is not much you can do without making the solution tedious and boring. They are a tool, not a solution. Do not make maps completely No-Anchor Zones - Complete No-Anchor Zone maps is when the No-Anchor Zone covers the entire map, thus forcing the Shaman to build without anchors. Do not make soloable maps - Remember, we are looking for shaman maps. Make sure your map does not contain any racing/bootcamp aspects. Do not make fake grounds - We want to assure that the grounds we see are how we expect them to behave. This will prevent mice from suiciding and keep the map of high quality. These are different types of maps that you will see in Spiritual Standard maps - Standard maps are your average maps that you build on. They require nothing but basic building skills. No-B maps - On the top left of the map you can see a B-Anchor. This means the map has to be done without using B-Anchors. So all that means is to do the map in Hard-mode. No-Motor maps - On the top left of the map, if you see a motor anchor; you cannot spawn any motor anchors. They are mostly seen in high difficulty maps. Wind maps - Any map that pushes mice and shaman to the sides are considered Wind maps. Some Wind maps are stronger than others, and it all just depends on how hard the map is supposed to be. Anti-Gravity maps - Any map that pushes mice and shaman to the top are considered Anti-Gravity maps. Some Anti-Gravity maps are stronger than others, and it all just depends on how hard the map is supposed to be. No-Gravity maps - No-Gravity maps are maps that do not push mice in any direction. If the mouse moves they will continue moving in that direction until another force pushes them the other way. Gravity maps - Any map that pushes mice and shaman to the bottom are considered Gravity maps. Some Gravity maps are stronger than others, and it all just depends on how hard the map is supposed to be. No-Anchor maps - If you see a giant cloud ground covering part of the map, check to see if there is an anchor at the top left. If there is, the map has a No-Anchor Zone, these prevent any anchoring inside the cloud ground. You have to build outside first then move your build into the cloud. If there is a B-Anchor on the top left, then you must complete the map without B-Anchors. No-Anchor zones that allows B-Anchors do exist, and they have a C-Anchor or a V-Anchor on the cloud. Ship maps - If you find yourself making ships on the roof or floor of the map and having them move around, this is a Ship map. Buildathon maps - If you realize you were just building normally for almost the entire length of the time and map, you have met the Build-A-Thon. They are usually unoriginal and boring. Dynamic Ground maps - Some maps have moving grounds. They are usually part of a puzzle to solve or are there to help you build your solution. Try to figure out how the puzzle works, and then build according to how it functions. For Dynamic Grounds as a tool, they need to be built on before you start moving the Dynamic Ground. Cage maps - If the map forces the shaman to build in a limited amount of space, it is likely a Cage map. Cage maps require time and practice to solve. There are different ways to solve a map while being inside the cage. Anti-Cloud maps - An anti-cloud ground only has mice collision and is the opposite of the cloud grounds. Objects will pass through but not mice, and they are useful for making solutions without adding or removing space. Normally they should be colored black but other colors exist, so the general rule is if it is a rectangle or circle ground, expect it to be Anti-Cloud. If in doubt, spawn cannons to test the grounds. Getting started with anchors B-Anchor - By clicking on the plank and pressing B, you will spawn a plank with a B-Anchor. B-Anchors make your build stable but only if you put them on a solid ground or attached to another object. Otherwise, you will see the B-Anchoring spinning freely. For best results, you can attach a B-Anchor to another B-Anchor. C-Anchor - By clicking on the plank and pressing C, you will spawn a plank with a C-Anchor. The C-Anchor is the basic connection of your build, and they do not spin on their hinge. Pressing C again will let you anchor on different positions on the object. When spawned to an object, C-Anchors will move a little bit making them not-so-stable. For best results, attach a C-Anchor then stabilize it with another B-Anchor. V-Anchor - By clicking on the plank and pressing V, you will spawn a plank with a V-Anchor. V-Anchors are used when your building needs to move around the hinge of the anchor. This anchor is the basics of attempting your first swing. Like the C-Anchor, you can attach the V-Anchor anywhere on any object. For best results, when attempting your first swing, make sure to push the plank with lots of runes or boxes, or use a balloon then cannon. N-Anchor - By clicking on the plank and pressing N, you will spawn a plank with an N-Anchor. N-Anchors are used when your building needs to spin around the anchor. The N anchor will spin your build clockwise. You can attach the N-Anchor anywhere on any object. For best results, do not rely on the N-Anchor for building as it is prone to glitching unless you are short on time, or the N-anchor is part of a build that will later be discarded. Additionally, the N-Anchor can be used as a tramp. J-Anchor - By clicking on the plank and pressing J, you will spawn a plank with an J-Anchor. J-Anchors are used when your building needs to spin around the anchor. The J-Anchor will spin your build counterclockwise. You can attach the J-Anchor anywhere on any object. For best results, do not rely on the J-Anchor for building as it is prone to glitching unless you are short on time, or the J-anchor is part of a build that will later be discarded. Additionally, the J-Anchor can be used as a tramp. Building techniques Jump Spawning - To save time, Shamans learn to spawn jump. All you need to do is run, then spawn and jump at the same time. It is also recommended to jump again after you spawn so you do not lag through the object. With practice, you can briefly move with spawning. Arrow-Anchoring - This technique is vital to playing in Shaman. By pressing 1 you bring up the arrow. By pressing C you will spawn an arrow with a C-Anchor. You can connect objects together by just Arrow-Anchoring. Other anchors like V, N, or J can be used also. Balloon/Anvil - By anchoring an anvil to the balloon, you will notice it floats up slowly. This provides something to build on when faced with a large gap and No-B. It also works in water helping you build ships. V-Swing - By anchoring a V-Anchor plank to another plank you can begin to push the V-Anchored plank until it reaches the spot you want it to be in. When it does this you can use a C arrow anchor and spawn it on the V-Anchor. This will cover the V-Anchor and the C-Anchor will stop the plank from swinging any further. B-Swing - Do you remember how the B-Anchor swings by itself? The B-Swing is exactly that. It uses the rotation of the B-Anchor to swing your build and get mice across. Since you do not need to use Arrow-Anchors, you must have a place to stop the B-Anchor from overswinging. Ship - A ship is a build with balloons with the intentions of carrying mice across the map. You need at least two balloons to make this ship stable. Moving the ship is a matter of cannoning the ship or using a Box-Motor. Monorail - A monorail solution is when the ground has two forced objects anchored on both sides. You can slide this monorail along the ground until it hits another ground or object. They work best on grounds with no friction like ice and get stuck a lot when done even on normal friction grounds. Ratapult - If the build has intentions of launching mice across the map, it is considered a Ratapult. They are mostly made with glitches and motor anchors. Regardless, they are very glitchy and prone to breaking or shooting mice really fast off the map. Dynamic - Any solution that involves moving the build without a V or B anchor is considered a dynamic solution. They take a lot of practice to perfect but they end up being one of the coolest solutions to build as a Shaman. Force - If the grounds are thick enough, you can force planks in any direction. This is a Force solution and it is very glitchy, but a few maps must have you use Force building. Box-Motor - By anchoring a box (or a ball) in-between two objects, you can move your build depending on the direction of the anchored object. For example, anchoring the object on the left side will move the build to the right. Therefore, anchoring to the right side will move the build to the left. These shamans have put in a lot of time and effort to show people their various styles and techniques when building and solving maps. Their solutions may be obsolete but they will give you an idea of what people could do and still do in Spiritual. There is always room for improvements and innovations! Youtube Videos Want to get on the list? Link to your Youtube channel or Cheeseformice album and you should soon see your own name on the list! Your Youtube channel or Cheeseformice album must have at least 10 videos/pictures to be seen on the list.Applying for Team #Spiritual Status: Help Wanted For all you ambitious shamans out there, if you are reading this then perhaps you might be interested in applying for the #spiritual team. Well look no further, because this is where you can begin. In the link below are 10 questions you need to fill out on google forms. Based on your answers, the team will decide on whether or not you have potential for joining the team. However, we will only follow up with applicants when the team needs more help. To elaborate, here are the two scenarios as to what may occur: Help Wanted: The team will respond as quickly as possible to the applicant, and will decide if he/she is a good candidate after a follow-up meeting. Quota Filled: This means that the team is full, as we only allow up to 10 main map voters at a time. During this time, nobody can apply for the team until we request help yet again. Just wait until a team member resigns, and the application process will continue. You can begin applying for the team using this link: http://goo.gl/forms/LQsWI9oUYX Just note that for the first month after this application form has been created, we will allow responses anyway. We will also from now on announce any newly accepted team members in this thread when it happens. With that being said, we wish the best of luck to all applicants! Dernière modification le 1665199620000 |
Bambam « Citoyen » 1665202080000
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Checkpoint! Results from previous review: High Difficulty Maps (6-10): Accepted: Plubio#0015 - @7916577 - While this is not a uniquely new idea, it has potential to produce some variations of solutions. Build and push, car solu, etc. Rejected: Wiannix#7716 - @7876425 - Area near mice spawn is severely cramped, as the ground is quite thick. The grounds need edited by 5 degrees, for flat building. The hole is very easily spirited to. The map has a good concept, however it will require some editing before it may be considered for rotation. Xconvictedx#0000 - @7913827- This map feels just like any other anti-gravity map with water. It doesn't add anything new or unique to current rotation. The water with anti-gravity is just awkward and annoying versus adding a challenge to the module. If shaman is not careful, they can very easily die to the gravity and water pulling them down near the cheese. You can very easily build off screen to work around the water. Xconvictedx#0000 - @7916274 - The ground collisions for this map are majorly confusing. The shaman cage colliding with grounds makes it quite difficult to build any sort of bridge to the cheese before timer runs out. As it stands, you can quite easily build a ground for the mice to catch on, and wait for timer to end for release. Map is buildable within the allotted 30 seconds. The grounds prevent you from fully using the time to build what is needed. Xconvictedx#0000 - @7916975 - The map feels empty, half of the map is not being used to it's full potential. The only solid solution for this map is the obvious v-swing. Which in itself, feels like any other v swing map of the size. For example 495986 is a very similar version of this map, just a giant 4 plank v swing. With all of that being said, the aesthetics of this map are quite appealing. Xconvictedx#0000 - @7916385 - Map is rather uncomfortable to build on with zero support grounds leading down to cheese. You could very easily build off-screen and balloon up to the hole. You could also just make a balloon boat that floats down, and can be ballooned back up. While this concept may be a decent idea, it has not been fully used to it's potential with this map. Xconvictedx - @5182854 - The fake grounds are nothing but confusing to any shaman building on this map. The map does not allow for a stable build to be used. Any base used for this map will look and feel very similar. The map does not add any new concept to the existing rotation. The map is similar concept to the existing 1701589 & 7826666. Plubio#0015 - @7916365 - The mice spawn on this really limits the amount of space and/or variations for building without the mice being in the way. While the grounds can be used to stabilize the build, it's very hard to do so from the get go. You attempt using anvils to hold your build, and they shake and fall away. Using runes is an option, but not always user friendly. Plubio#0015 - @7916645 - The area to the left of the shaman allows for you to very easily force an anvil + plank to solve for the area. This map is not a uniquely new concept, it can be accomplished with the usual giant v-swing and/or a rune + push solution. Overall the map feels rather large, with the building for the cheese plus the additional build needed for entering the hole. Plubio#0015 - @7916746 - This map feels severely cramped. The cloud should at minimum be the width of a mouse, as trying to build in such a cramped space is hard as is. Adding anything to your build to prevent being stuck in the gap is near to impossible to do. The restrictions for building on this map are quite high. Plubio#0015 - @7916859 - While this map would be a decent addition to the rotation, you are limited to very few solution possibilities. The obvious solution being a balloon attached to shaman and building off. With wind + ice, it catches the build without issue. Plubio#0015 - @7916860 - The cloud limits the types of build to be created, making it quite unfun and pretty useless. The ground set in the middle feels like it should be able to be used for some solution variety, though cannot be used (very well) in it's current state. This map has potential to be considered for rotation, with added changes. Plubio#0015 - @7916946 - The black ground within the cloud needs to be changed to lay on top of the cloud. We suggest changing the mice spawn near cheese as where it sits currently, stands to kill any mice that are afk with the build. With this change, this map will be a good addition to current rotation. Plubio#0015 - @7917011 - This map feels quite similar to another map of creators submitted this same month. It does not add anything unique to current rotation. While it seems like a fun map to build on, it is too similar to other maps in rotation. Zmiji#0000 - @7915356 - The building around hole and mice spawn feels a bit cramped and awkward. The circle limits what builds can be created within that area. The left plank feels a bit unneeded as you can simply use the ice ground under sham for stability. The anti-cloud does not add much to the map, although it is nice to counter a balloon ship that could be used to pass the map rather easily. Zmiji#0000 - @7915663 - The grounds can very easily be broken off the track they run along, which can ultimately destroy the design of map and the solution. The top ice ground is also off screen building, which is not user friendly. The concept of this map is decent, it is quite an enjoyable concept to build with. Zmiji#0000 - @7915853 - The acid on the right side of the map feels a bit unneeded, as a big ice block would create the same exact concept without the confusion of the different grounds. The green and red signs are unneeded as well, only adds a bit of confusion. The skull usage in the map can easily be avoided by exploiting the well known glitch around them. The cage is a bit larger than need be for the area of building in which you actually use. The map adds a nice concept to rotation with some edits or redesign of the map. Low Difficulty Maps (1-5): Accepted: Rejected: Xconvictedx#0000 - @7913651 - This feels like slightly easier version of 417810. However, this map can very easily be solved with minimum of 4 planks. The caged mice feels a little unnecessary for the difficulty of the map itself. The cage was very nicely done, and while we appreciate the effort in it.. it just feels useless for the simplicity of the map. Ignored for next review: |
Bambam « Citoyen » 1665203640000
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October Submissions from previous thread: Arnees#0000 - I'm submitting these maps to replace my olld map (@6848799), these are three versions of the same map, but each time a bit different, up to you guys to decide which one is the best. @7854790 @7854543 @7854545 Rini#5475 - @3311608 Xconvictedx#0000 - @7916991 Mariluiss - @7917443 |